Aller au contenu
JEUX · TESTS · BASE DE DONNÉES
Forum

Mesh Shaders and Primitive Shaders: Replacing Fixed-Function Vertex Pipelines: Competitive Benchmark Analysis and Matériel Interactions

Accueil › Forums › Général Oyun Sorulari › Mesh Shaders and Primitive Shaders: Replacing Fixed-Function Vertex Pipelines: Competitive Benchmark Analysis and Matériel Interactions

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #122926
    User AvatarLiam Rivera
    Member

    I’ve been benchmarking mesh shader implementations across RDNA3 and Ada, and the geometry amplification headroom is real, but the frametime spikes in micro-polygon scenarios are wildly inconsistent between drivers. When you’re culling LOD dynamically at 240Hz, even a 4ms draw dispatch stall on the mesh pipeline is noticeable in competitive play

    "while (competitive) { aim_train(); review_demos(); improve(); }"
Viewing 1 post (of 1 total)
  • You must be logged in to reply to this topic.

Rechercher sur Gamer24H

Entrez au moins 3 caractères.

Explorer

APPARENCE

Choisissez votre thème de couleur

Automatique mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 CHOISIR LA LANGUE 25 Langues
🔍